Wednesday 24/01/2001 15:08
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Marc
dubreuil
Hello,
First of all: great job, it looks kick ass. Second, I
would like to be sure of one thing: since this game is
coming to a console (PS2), are you planing to lower it
strategic-wise (most of the time, when a company ports
a game to a console, they make it way to easy by removing
a lot of options that made the game deep)? Also, since
a PS2 is limited compared to a PC (textures wise, memory,
etc), will the two versions be very different? Still turn-based
right? Are you doing the PS2 and the PC version at the
same time (or are you working on the PS2 the you will
work on the PC version)? I ask that because there is no
way that I'm gonna buy a PS2 just to play your game (or
a X-box just to play Halo :) )
Keep up the good work
Marc
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There
is no compromise on gameplay as far as the PS2 is concerned.
There will be a fixed tutorial section which takes the
player through all the aspects of the game, but this is
optional. The PS2 is limited on memory compared to the
PC but the two versions will look similar. We are working
on the PS2 version first because this is the most difficult
to do - the requirements are much more stringent in terms
of memory usage and frame rate. Then we will build the
PC engine and interface.
Julian Gollop
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Wednesday 24/01/2001 12:16
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Robert
Grant
With all the RTS, and TBS(turn based strategy) games that
have come out recently, and the majority of them now being
Fully 3D. I have noticed Certain Games Excel with the
camera angles and others fail miserably, in some cases
ruining the game out right. Can you define how the camera
angles will be adjusted in the game?
I hope that it will be far from games like StarShip Troopers
and Force Commander, where the camera movement is very
limited. I am trusting you will have it more Like Ground
Control or Homeworld. There is also one other view but
it would kill the game, Static Isometric.
Also, will buildings Fade when a trooper is behind a wall
and the camera is obscured? OR will the camera have to
readjust for that?
Thanx,
Grappler
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There
will be two main camera views - first person for each
soldier, and a roving third person camera that looks down
on the battlefield. We have experimented with a transparent
roof effect to show soldiers and details inside buildings,
and it looks good. There will also be independent cinematic
camera views of the action for dramatic effect.
Julian Gollop
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Wednesday 24/01/2001 03:32
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Johnny
Fugate
When
do you think the release date will be?
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It
will be early 2002 for both the PS2 and PC versions.
Julian Gollop
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Wednesday 24/01/2001 00:51
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Fredrik
Lindblom
Hi!
Yours truly being mainly a PC gamer, I was wondering:
Will the PC version feel and play like a PC game (i.e.
full mouse support, drag-and-drop inventory items, configurable
keyboard shortcuts, different screen resolutions, smaller
fonts and icons, more detailed textures, etc.) or will
it be obvious that it's ported from the PS2?
Looking forward to Dreamland! Very, very much! :)
Cheers!
Fredrik
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The
PC version will have its own interface which will look
and work differently to the PS2 version, including all
the things you have mentioned.
Julian Gollop
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Wednesday 24/01/2001 00:13
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Fihnakis
Just a few questions from me, Will our troops have personalities
/ traits that are unique to each character or will each
character have random traits (strength, intelligence,
etc) and share from the same voice pool as all other characters
in the game?
How big will the largest combat area be and will the size
of combat areas vary in size?
How many hours (rough guesstimate) of gameplay can we
expect to get out of TDC or will this depend entirely
on how quickly the player wants to progress (i.e. if someone
just blasts right through it may only take 40 hrs but
if someone wanted to take it real slow it may take over
200 hrs)?
Will there be the ability to kneel, crawl (go prone),
select different firing rates (semi / auto fire) for weapons
that support this, target specific body areas (head, torso,
leg), climb on top of rooftops and even become affected
by fatigue, morale and the environment (wading through
water)?
How quick / easy will it be for players of Jagged Alliance
or similar type turn-based strategy games be able to pick
up on the combat system used in the game?
Hopefully these all made sense and I look forward to your
responses.
Thank You,
Fihnakis
TerranHQ
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Soldiers
are defined quite simply with a set of 8 randomly generated
characteristics - speed, health, strength, accuracy, reactions,
bravery, leadership and psi-skill. These can be improved
for each soldier, but each soldier ahs different maximum
limits. Some can be poor, but have great potential, whereas
others can be highly skilled but near the limit of their
capability.
The combat areas are not huge, varying between 100m square
to 150 metres square.
Dreamland can be completed more quickly on the easiest
difficulty setting ( around 30 hours gameplay) but will
take longer on the higher difficulty settings.
Soldiers can run, walk, crouch, crawl, jump, climb, and
sidestep. Different firing rates are possible for each
of the weapons, either automatic, burst, or single shot,
any of which can be aimed or snapshot. Specific body areas
can be targeted with different effects. Morale is a significant
factor in battles, but fatigue is not (the battles are
too short for this to be particularly significant).
It will be very easy for anybody familiar with turn based
games to pick up the combat system. The main addition
is the differentiation between body parts and the ability
to blow off limbs completely (ugh!).
I
like your website, keep up the good work.
Julian
Gollop
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Wednesday 24/01/2001 00:13
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Fernando
Rizo
I know that this is off-topic, but I'd love to hear your
answer. It's widely known that one of your former publishers
pushed Apocalypse out the door before Mythos had felt
that it was finished. What other game elements had you
been planning prior to the game going to press?
Yossarian
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Apocalypse
had a lot of elements in the original design which did
not make it into the final game, largely because it would
have made the game too unwieldy. I remember that you could
programme very specific rules of engagement for all your
vehicles using a vast table of options. You could also
buy and sell buildings at auctions and exploit their commercial
potential. The diplomacy system was much more complex,
and you could also recruit spies to find out more about
the corporations and their personnel.
Julian Gollop
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Tuesday 23/01/2001 16:58
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Eivind
Krokeide
Hello I was wondering how you would handle interceptions.
Are we going to have a menu similar to X-com: Enemy Unknown,
a battlescape like that in X-com: Apocalypse or something
completely different? Also I believe that I read somewhere
that troopers in combat will accumulate experience points
which could then be used to improve their stats. Will
the player be able to control which stats will improve
or is that handled automatically by the computer?
Eivind Krokeide
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Interceptions
are going to be handled in a very different way to Xcom.
There will be a turnbased vehicle combat system which
allows the player to plot the movement and fire instructions
for his interceptors. The action is then viewed for each
turn in spectacular 3D with appropriate effects. With
regards to your second question, the player can decide
which stats to improve for each soldier. However, each
soldier will have proficiencies in certain areas and deficiencies
in others, so it is unlikely they will all end up the
same.
Julian Gollop
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Tuesday 23/01/2001 11:30
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Detritus
Hi,
I've got a question for you regarding Dreamland.
Dreamland is rumoured to have vehicles in the tactical
section of the game. I read an interview in Edge magazine
stating that they had seen Jeeps in the tactical game.
Is this true? What other vehicles can we expect to see
in the tactical game? Will we be able to jump into and
drive tanks around, for example? Through a house? What
about aerial vehicles in the tactical game, will one of
my troops be able to pilot a helicopter, for example?
Will the vehicles have unique handling characteristics,
turning circles, acceleration, top-speed, momentum, that
kind of thing? Will my troops require a "Drive"
or a "Pilot" skill to operate the vehicles?
OK, that's lots of questions. Sorry about that. I'd better
stop now before things get out of hand! ;)
Detritus
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Originally
it was envisaged that you would be able to drive vehicles
around in tactical combat, but at the moment we have relegated
this to the wish list. If we get time, and the physics
engine is robust enough, then we can simulate vehicles
quite well with all the characteristics that you mention.
Vehicles are a rare commodity in the world of Dreamland,
and there are not many around. Since most of the terrain
is unsuitable for vehicles in any case, it would not affect
the battles that much. A lot of the fighting will take
place within alien vehicles or alien bases.
BTW
Maximum Dreamland
is a great website.
Julian
Gollop
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Tuesday 23/01/2001 00:32
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Lucian
Wischik
Will Corporal Jonlan be in Dreamland? He was my favourite
character from Laser Squad, along with Android Barker.
Lucian
Wischik
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You
will be able to rename any soldier that you have recruited.
However, I will make sure that the name Jonlan appears in
the random name generator.
Julian
Gollop
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Monday 22/01/2001 20:59
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Dillon
Heffernan
Will there be Combat Air Support?
This has been debated at various fansites:
In one screen shot a trooper appears to be firing out
of a helicopter, is this possible?
It has also questioned
whether full air support (planes dropping napalm) will
be available.
Dillweed
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Unfortunately
no, you can't shoot from the helicopter. The transport vehicles
land some way off from the combat zone for safety reasons,
and to allow for stealth. There will not be air support,
because of the proximity of combat troops, civilians and
the need to recover alien artefacts. Alien bases can, however
be attacked by missiles or bombers before a ground assault.
Julian
Gollop
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All images copyright Mythos
Games Ltd. 2001
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